T&I engine: traversal and intersection engine for hardware accelerated ray tracing

Ray tracing naturally supports high-quality global illumination effects, but it is computationally costly. Traversal and intersection operations dominate the computation of ray tracing. To accelerate these two operations, we propose a hardware architecture integrating three novel approaches. First,...

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Veröffentlicht in:ACM transactions on graphics 2011-12, Vol.30 (6), p.1-10
Hauptverfasser: Nah, Jae-Ho, Park, Jeong-Soo, Park, Chanmin, Kim, Jin-Woo, Jung, Yun-Hye, Park, Woo-Chan, Han, Tack-Don
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Sprache:eng
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Zusammenfassung:Ray tracing naturally supports high-quality global illumination effects, but it is computationally costly. Traversal and intersection operations dominate the computation of ray tracing. To accelerate these two operations, we propose a hardware architecture integrating three novel approaches. First, we present an ordered depth-first layout and a traversal architecture using this layout to reduce the required memory bandwidth. Second, we propose a three-phase ray-triangle intersection architecture that takes advantage of early exit. Third, we propose a latency hiding architecture defined as the ray accumulation unit. Cycle-accurate simulation results indicate our architecture can achieve interactive distributed ray tracing.
ISSN:0730-0301
1557-7368
DOI:10.1145/2070781.2024194